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- /*
- * Copyright (c) Contributors, http://opensimulator.org/
- * See CONTRIBUTORS.TXT for a full list of copyright holders.
- *
- * Redistribution and use in source and binary forms, with or without
- * modification, are permitted provided that the following conditions are met:
- * * Redistributions of source code must retain the above copyright
- * notice, this list of conditions and the following disclaimer.
- * * Redistributions in binary form must reproduce the above copyright
- * notice, this list of conditions and the following disclaimer in the
- * documentation and/or other materials provided with the distribution.
- * * Neither the name of the OpenSimulator Project nor the
- * names of its contributors may be used to endorse or promote products
- * derived from this software without specific prior written permission.
- *
- * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
- * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
- * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
- * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
- * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
- * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
- * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
- * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
- * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
- * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
- */
- using System;
- using System.Collections.Generic;
- using System.IO;
- using System.Runtime.InteropServices;
- using OpenSim.Region.PhysicsModules.SharedBase;
- using PrimMesher;
- using OpenMetaverse;
- using System.Runtime.Serialization;
- using System.Runtime.Serialization.Formatters.Binary;
- namespace OpenSim.Region.PhysicsModule.ubODEMeshing
- {
- public class MeshBuildingData
- {
- public Dictionary<Vertex, int> m_vertices;
- public List<Triangle> m_triangles;
- public float m_obbXmin;
- public float m_obbXmax;
- public float m_obbYmin;
- public float m_obbYmax;
- public float m_obbZmin;
- public float m_obbZmax;
- public Vector3 m_centroid;
- public int m_centroidDiv;
- public MeshBuildingData()
- {
- m_vertices = new Dictionary<Vertex, int>();
- m_triangles = new List<Triangle>();
- m_centroid = Vector3.Zero;
- m_centroidDiv = 0;
- m_obbXmin = float.MaxValue;
- m_obbXmax = float.MinValue;
- m_obbYmin = float.MaxValue;
- m_obbYmax = float.MinValue;
- m_obbZmin = float.MaxValue;
- m_obbZmax = float.MinValue;
- }
- }
- [Serializable()]
- public class Mesh : IMesh
- {
- float[] vertices;
- int[] indexes;
- Vector3 m_obb;
- Vector3 m_obboffset;
- [NonSerialized()]
- MeshBuildingData m_bdata;
- [NonSerialized()]
- GCHandle vhandler;
- [NonSerialized()]
- GCHandle ihandler;
- [NonSerialized()]
- IntPtr m_verticesPtr = IntPtr.Zero;
- [NonSerialized()]
- IntPtr m_indicesPtr = IntPtr.Zero;
- [NonSerialized()]
- int m_vertexCount = 0;
- [NonSerialized()]
- int m_indexCount = 0;
- public int RefCount { get; set; }
- public AMeshKey Key { get; set; }
- public Mesh(bool forbuild)
- {
- if(forbuild)
- m_bdata = new MeshBuildingData();
- m_obb = new Vector3(0.5f, 0.5f, 0.5f);
- m_obboffset = Vector3.Zero;
- }
- public unsafe Mesh Scale(Vector3 scale)
- {
- Mesh result = new(false);
- float x = scale.X;
- float y = scale.Y;
- float z = scale.Z;
- float tmp;
- tmp = m_obb.X * x;
- if(tmp < 0.0005f)
- tmp = 0.0005f;
- result.m_obb.X = tmp;
- tmp = m_obb.Y * y;
- if(tmp < 0.0005f)
- tmp = 0.0005f;
- result.m_obb.Y = tmp;
- tmp = m_obb.Z * z;
- if(tmp < 0.0005f)
- tmp = 0.0005f;
- result.m_obb.Z = tmp;
- result.m_obboffset.X = m_obboffset.X * x;
- result.m_obboffset.Y = m_obboffset.Y * y;
- result.m_obboffset.Z = m_obboffset.Z * z;
- result.vertices = new float[vertices.Length];
- fixed(float* dsts = result.vertices, srcs = vertices)
- {
- float* dst = dsts;
- float* src = srcs;
- float* end = srcs + vertices.Length;
- while (src < end)
- {
- *dst = *src * x;
- dst++; src++;
- *dst = *src * y;
- dst++; src++;
- *dst = *src * z;
- dst++; src++;
- }
- }
- result.indexes = new int[indexes.Length];
- indexes.CopyTo(result.indexes,0);
- result.pinMemory();
- return result;
- }
- public Mesh Clone()
- {
- Mesh result = new(false);
- if (m_bdata != null)
- {
- result.m_bdata = new MeshBuildingData();
- foreach (Triangle t in m_bdata.m_triangles)
- {
- result.Add(new Triangle(t.v1.Clone(), t.v2.Clone(), t.v3.Clone()));
- }
- result.m_bdata.m_centroid = m_bdata.m_centroid;
- result.m_bdata.m_centroidDiv = m_bdata.m_centroidDiv;
- result.m_bdata.m_obbXmin = m_bdata.m_obbXmin;
- result.m_bdata.m_obbXmax = m_bdata.m_obbXmax;
- result.m_bdata.m_obbYmin = m_bdata.m_obbYmin;
- result.m_bdata.m_obbYmax = m_bdata.m_obbYmax;
- result.m_bdata.m_obbZmin = m_bdata.m_obbZmin;
- result.m_bdata.m_obbZmax = m_bdata.m_obbZmax;
- }
- result.m_obb = m_obb;
- result.m_obboffset = m_obboffset;
- return result;
- }
- public void addVertexLStats(Vertex v)
- {
- float x = v.X;
- float y = v.Y;
- float z = v.Z;
- m_bdata.m_centroid.X += x;
- m_bdata.m_centroid.Y += y;
- m_bdata.m_centroid.Z += z;
- m_bdata.m_centroidDiv++;
- if (x > m_bdata.m_obbXmax)
- m_bdata.m_obbXmax = x;
- if (x < m_bdata.m_obbXmin)
- m_bdata.m_obbXmin = x;
- if (y > m_bdata.m_obbYmax)
- m_bdata.m_obbYmax = y;
- if (y < m_bdata.m_obbYmin)
- m_bdata.m_obbYmin = y;
- if (z > m_bdata.m_obbZmax)
- m_bdata.m_obbZmax = z;
- if (z < m_bdata.m_obbZmin)
- m_bdata.m_obbZmin = z;
- }
- public void Add(Triangle triangle)
- {
- if (m_indicesPtr != IntPtr.Zero || m_verticesPtr != IntPtr.Zero)
- throw new NotSupportedException("Attempt to Add to a pinned Mesh");
- triangle.v1.X = (float)Math.Round(triangle.v1.X, 6);
- triangle.v1.Y = (float)Math.Round(triangle.v1.Y, 6);
- triangle.v1.Z = (float)Math.Round(triangle.v1.Z, 6);
- triangle.v2.X = (float)Math.Round(triangle.v2.X, 6);
- triangle.v2.Y = (float)Math.Round(triangle.v2.Y, 6);
- triangle.v2.Z = (float)Math.Round(triangle.v2.Z, 6);
- triangle.v3.X = (float)Math.Round(triangle.v3.X, 6);
- triangle.v3.Y = (float)Math.Round(triangle.v3.Y, 6);
- triangle.v3.Z = (float)Math.Round(triangle.v3.Z, 6);
- if ((triangle.v1.X == triangle.v2.X && triangle.v1.Y == triangle.v2.Y && triangle.v1.Z ==
- triangle.v2.Z)
- || (triangle.v1.X == triangle.v3.X && triangle.v1.Y == triangle.v3.Y && triangle.v1.Z ==
- triangle.v3.Z)
- || (triangle.v2.X == triangle.v3.X && triangle.v2.Y == triangle.v3.Y && triangle.v2.Z ==
- triangle.v3.Z)
- )
- {
- return;
- }
- if (m_bdata.m_vertices.Count == 0)
- {
- m_bdata.m_centroidDiv = 0;
- m_bdata.m_centroid = Vector3.Zero;
- }
- if (!m_bdata.m_vertices.ContainsKey(triangle.v1))
- {
- m_bdata.m_vertices[triangle.v1] = m_bdata.m_vertices.Count;
- addVertexLStats(triangle.v1);
- }
- if (!m_bdata.m_vertices.ContainsKey(triangle.v2))
- {
- m_bdata.m_vertices[triangle.v2] = m_bdata.m_vertices.Count;
- addVertexLStats(triangle.v2);
- }
- if (!m_bdata.m_vertices.ContainsKey(triangle.v3))
- {
- m_bdata.m_vertices[triangle.v3] = m_bdata.m_vertices.Count;
- addVertexLStats(triangle.v3);
- }
- m_bdata.m_triangles.Add(triangle);
- }
- public Vector3 GetCentroid()
- {
- return m_obboffset;
- }
- public Vector3 GetOBB()
- {
- return m_obb;
- /*
- float x, y, z;
- if (m_bdata.m_centroidDiv > 0)
- {
- x = (m_bdata.m_obbXmax - m_bdata.m_obbXmin) * 0.5f;
- y = (m_bdata.m_obbYmax - m_bdata.m_obbYmin) * 0.5f;
- z = (m_bdata.m_obbZmax - m_bdata.m_obbZmin) * 0.5f;
- }
- else // ??
- {
- x = 0.5f;
- y = 0.5f;
- z = 0.5f;
- }
- return new Vector3(x, y, z);
- */
- }
- public int numberVertices()
- {
- return m_bdata.m_vertices.Count;
- }
- public int numberTriangles()
- {
- return m_bdata.m_triangles.Count;
- }
- public List<Vector3> getVertexList()
- {
- List<Vector3> result = new(m_bdata.m_vertices.Count);
- foreach (Vertex v in m_bdata.m_vertices.Keys)
- {
- result.Add(new Vector3(v.X, v.Y, v.Z));
- }
- return result;
- }
- public float[] getVertexListAsFloat()
- {
- if (m_bdata.m_vertices == null)
- throw new NotSupportedException();
- float[] result = new float[m_bdata.m_vertices.Count * 3];
- int k;
- foreach (KeyValuePair<Vertex, int> kvp in m_bdata.m_vertices)
- {
- Vertex v = kvp.Key;
- int i = kvp.Value;
- k = 3 * i;
- result[k] = v.X;
- result[k + 1] = v.Y;
- result[k + 2] = v.Z;
- }
- return result;
- }
- public float[] getVertexListAsFloatLocked()
- {
- return null;
- }
- public void getVertexListAsPtrToFloatArray(out IntPtr _vertices, out int vertexStride, out int vertexCount)
- {
- // A vertex is 3 floats
- vertexStride = 3 * sizeof(float);
- // If there isn't an unmanaged array allocated yet, do it now
- if (m_verticesPtr == IntPtr.Zero && m_bdata != null)
- {
- vertices = getVertexListAsFloat();
- // Each vertex is 3 elements (floats)
- m_vertexCount = vertices.Length / 3;
- vhandler = GCHandle.Alloc(vertices, GCHandleType.Pinned);
- m_verticesPtr = vhandler.AddrOfPinnedObject();
- GC.AddMemoryPressure(Buffer.ByteLength(vertices));
- }
- _vertices = m_verticesPtr;
- vertexCount = m_vertexCount;
- }
- public int[] getIndexListAsInt()
- {
- if (m_bdata.m_triangles == null)
- throw new NotSupportedException();
- int[] result = new int[m_bdata.m_triangles.Count * 3];
- int k;
- for (int i = 0; i < m_bdata.m_triangles.Count; i++)
- {
- k= 3 * i;
- Triangle t = m_bdata.m_triangles[i];
- result[k] = m_bdata.m_vertices[t.v1];
- result[k + 1] = m_bdata.m_vertices[t.v2];
- result[k + 2] = m_bdata.m_vertices[t.v3];
- }
- return result;
- }
- /// <summary>
- /// creates a list of index values that defines triangle faces. THIS METHOD FREES ALL NON-PINNED MESH DATA
- /// </summary>
- /// <returns></returns>
- public int[] getIndexListAsIntLocked()
- {
- return null;
- }
- public void getIndexListAsPtrToIntArray(out IntPtr indices, out int triStride, out int indexCount)
- {
- // If there isn't an unmanaged array allocated yet, do it now
- if (m_indicesPtr == IntPtr.Zero && m_bdata != null)
- {
- indexes = getIndexListAsInt();
- m_indexCount = indexes.Length;
- ihandler = GCHandle.Alloc(indexes, GCHandleType.Pinned);
- m_indicesPtr = ihandler.AddrOfPinnedObject();
- GC.AddMemoryPressure(Buffer.ByteLength(indexes));
- }
- // A triangle is 3 ints (indices)
- triStride = 3 * sizeof(int);
- indices = m_indicesPtr;
- indexCount = m_indexCount;
- }
- public void releasePinned()
- {
- if (m_verticesPtr != IntPtr.Zero)
- {
- vhandler.Free();
- GC.RemoveMemoryPressure(Buffer.ByteLength(vertices));
- vertices = null;
- m_verticesPtr = IntPtr.Zero;
- }
- if (m_indicesPtr != IntPtr.Zero)
- {
- ihandler.Free();
- GC.RemoveMemoryPressure(Buffer.ByteLength(indexes));
- indexes = null;
- m_indicesPtr = IntPtr.Zero;
- }
- }
- /// <summary>
- /// frees up the source mesh data to minimize memory - call this method after calling get*Locked() functions
- /// </summary>
- public void releaseSourceMeshData()
- {
- if (m_bdata != null)
- {
- m_bdata.m_triangles = null;
- m_bdata.m_vertices = null;
- }
- }
- public void releaseBuildingMeshData()
- {
- if (m_bdata != null)
- {
- m_bdata.m_triangles = null;
- m_bdata.m_vertices = null;
- m_bdata = null;
- }
- }
- public void Append(IMesh newMesh)
- {
- if (m_indicesPtr != IntPtr.Zero || m_verticesPtr != IntPtr.Zero)
- throw new NotSupportedException("Attempt to Append to a pinned Mesh");
- if (newMesh is not Mesh nmesh)
- return;
- foreach (Triangle t in nmesh.m_bdata.m_triangles)
- Add(t);
- }
- // Do a linear transformation of mesh.
- public void TransformLinear(float[,] matrix, float[] offset)
- {
- if (m_indicesPtr != IntPtr.Zero || m_verticesPtr != IntPtr.Zero)
- throw new NotSupportedException("Attempt to TransformLinear a pinned Mesh");
- foreach (Vertex v in m_bdata.m_vertices.Keys)
- {
- if (v == null)
- continue;
- float x, y, z;
- x = v.X * matrix[0, 0] + v.Y * matrix[1, 0] + v.Z * matrix[2, 0];
- y = v.X * matrix[0, 1] + v.Y * matrix[1, 1] + v.Z * matrix[2, 1];
- z = v.X * matrix[0, 2] + v.Y * matrix[1, 2] + v.Z * matrix[2, 2];
- v.X = x + offset[0];
- v.Y = y + offset[1];
- v.Z = z + offset[2];
- }
- }
- public void DumpRaw(String path, String name, String title)
- {
- if (path is null)
- return;
- if (m_bdata is null)
- return;
- string completePath = System.IO.Path.Combine(path, $"{name}_{title}.raw");
- using StreamWriter sw = new(completePath);
- foreach (Triangle t in m_bdata.m_triangles)
- {
- sw.WriteLine(t.ToStringRaw());
- }
- }
- public void TrimExcess()
- {
- m_bdata.m_triangles.TrimExcess();
- }
- public void pinMemory()
- {
- m_vertexCount = vertices.Length / 3;
- vhandler = GCHandle.Alloc(vertices, GCHandleType.Pinned);
- m_verticesPtr = vhandler.AddrOfPinnedObject();
- GC.AddMemoryPressure(Buffer.ByteLength(vertices));
- m_indexCount = indexes.Length;
- ihandler = GCHandle.Alloc(indexes, GCHandleType.Pinned);
- m_indicesPtr = ihandler.AddrOfPinnedObject();
- GC.AddMemoryPressure(Buffer.ByteLength(indexes));
- }
- public void PrepForOde()
- {
- // If there isn't an unmanaged array allocated yet, do it now
- if (m_verticesPtr == IntPtr.Zero)
- vertices = getVertexListAsFloat();
- // If there isn't an unmanaged array allocated yet, do it now
- if (m_indicesPtr == IntPtr.Zero)
- indexes = getIndexListAsInt();
- float x, y, z;
- if (m_bdata.m_centroidDiv > 0)
- {
- m_obboffset = new Vector3(m_bdata.m_centroid.X / m_bdata.m_centroidDiv, m_bdata.m_centroid.Y / m_bdata.m_centroidDiv, m_bdata.m_centroid.Z / m_bdata.m_centroidDiv);
- x = (m_bdata.m_obbXmax - m_bdata.m_obbXmin) * 0.5f;
- if(x < 0.0005f)
- x = 0.0005f;
- y = (m_bdata.m_obbYmax - m_bdata.m_obbYmin) * 0.5f;
- if(y < 0.0005f)
- y = 0.0005f;
- z = (m_bdata.m_obbZmax - m_bdata.m_obbZmin) * 0.5f;
- if(z < 0.0005f)
- z = 0.0005f;
- }
- else
- {
- m_obboffset = Vector3.Zero;
- x = 0.5f;
- y = 0.5f;
- z = 0.5f;
- }
- m_obb = new Vector3(x, y, z);
- releaseBuildingMeshData();
- pinMemory();
- }
- public bool ToStream(Stream st)
- {
- if (m_indicesPtr == IntPtr.Zero || m_verticesPtr == IntPtr.Zero)
- return false;
- bool ok = true;
- try
- {
- using BinaryWriter bw = new(st);
- bw.Write(m_vertexCount);
- bw.Write(m_indexCount);
- for (int i = 0; i < 3 * m_vertexCount; i++)
- bw.Write(vertices[i]);
- for (int i = 0; i < m_indexCount; i++)
- bw.Write(indexes[i]);
- bw.Write(m_obb.X);
- bw.Write(m_obb.Y);
- bw.Write(m_obb.Z);
- bw.Write(m_obboffset.X);
- bw.Write(m_obboffset.Y);
- bw.Write(m_obboffset.Z);
- bw.Flush();
- bw.Close();
- }
- catch
- {
- ok = false;
- }
- return ok;
- }
- public static Mesh FromStream(Stream st, AMeshKey key)
- {
- Mesh mesh = new(false);
- bool ok = true;
- try
- {
- using BinaryReader br = new(st);
- mesh.m_vertexCount = br.ReadInt32();
- mesh.m_indexCount = br.ReadInt32();
- int n = 3 * mesh.m_vertexCount;
- mesh.vertices = new float[n];
- for (int i = 0; i < n; i++)
- mesh.vertices[i] = br.ReadSingle();
- mesh.indexes = new int[mesh.m_indexCount];
- for (int i = 0; i < mesh.m_indexCount; i++)
- mesh.indexes[i] = br.ReadInt32();
- mesh.m_obb.X = br.ReadSingle();
- mesh.m_obb.Y = br.ReadSingle();
- mesh.m_obb.Z = br.ReadSingle();
- mesh.m_obboffset.X = br.ReadSingle();
- mesh.m_obboffset.Y = br.ReadSingle();
- mesh.m_obboffset.Z = br.ReadSingle();
- }
- catch
- {
- ok = false;
- }
- if (ok)
- {
- mesh.pinMemory();
- mesh.Key = key;
- mesh.RefCount = 1;
- return mesh;
- }
- mesh.vertices = null;
- mesh.indexes = null;
- return null;
- }
- }
- }
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